kantanshi Posted January 22, 2011 Author Share Posted January 22, 2011 (edited) Yes, it isn't an easy mod project. I'm sure many things that have been done were not easy the first time. But there has to be a first for any type of project. I'm proud to have gotten as far as I have, it would be great if I can hash this current problem out and finish this mod. It could lead to many great mod ideas for others. I'm actually surprised that something like this has not been done before. Or even attempted. There's people out there discussing how vehicles can be made.... Sure, this isn't a vehicle, but it's a good alternative for some of the uses I'm sure people wanted vehicles for. The whole idea behind the mod I'm working on is to make something for the scavenger type players out there. The ones that collect lots of stuff to sell. The ones that collect objects to "beautify" their home site. "hey, I could stack these crates around my house" (or whatever other movable objects they may find). But who would want to carry however many crates from the origin to their home site? Maybe someone is gonna get bored and want to stack all their kills in one area to take a photo.... Here's my current problem though. I've been trying to get the textures straightened out before I even attempt to work on the weighting and rigging. What's the point of getting those done if the objects don't have textures? I've gotten to the point I almost have them done but part of it is giving me a headache and I don't know why it isn't working. It's set up the same way as the other objects but it just won't show. http://i55.photobucket.com/albums/g147/kantanshi/Blender%20projects/tex-ren2.jpg All the texture/material settings are set up in the same fashion as the ones that are working but nothing is showing for the texture on the animal itself. **EDIT** Finally got it. Don't know why but the body was somehow linking to the "saddle". Now I've got the textures showing in render. http://i55.photobucket.com/albums/g147/kantanshi/Blender%20projects/tex-ren3.jpg Edited January 22, 2011 by kantanshi Link to comment Share on other sites More sharing options...
Floatsup Posted January 23, 2011 Share Posted January 23, 2011 Well look at that shyte, you did it. You mind if I run my caravans with it. Seriously. Just put a stick in front of him though. Holding a beer. No carrot. I need a beer. This is the liquor runners. Link to comment Share on other sites More sharing options...
kantanshi Posted January 23, 2011 Author Share Posted January 23, 2011 Not quite done yet. Gonna refine the model a bit now that I know I can get textures on it properly. That connection I made from the cart to the big horner is a bit flimsy so I'm gonna make it a bit more structurally sound. Gonna add a pin between the connector and the "saddle" so there's a proper rotation point for when I do the rigging. I don't want to do this the cheesy way and have the cart just swing straight with the BH body when it turns. Not done yet, but I'm getting there. Hopefully my wife doesn't get too miffed with all the swearing that's going on.... :unsure: Link to comment Share on other sites More sharing options...
kantanshi Posted January 25, 2011 Author Share Posted January 25, 2011 Well, I've gotten the basis for my model set up, I've got some rigging ready and weight painted till my eyes bled..... Nifskope is seeing the model fine.... I can't figure out how to replace the model in GECK for the follower mod I set up for this. The follower test run I originally made works great, Bruce (yes, I couldn't think of a cool name) follows me around and everything, I just need to replace the model and I haven't figured out how yet. I've been looking around but I'm mainly finding how to add weapons in FO3 GECK... FNV GECK seems to be set up a bit differently. I need to do some more modeling, but I don't want to invest too much more time till I figure out how to get everything to load up properly in the game. Here's some pics. http://i55.photobucket.com/albums/g147/kantanshi/Blender%20projects/bruce01.jpg http://i55.photobucket.com/albums/g147/kantanshi/Blender%20projects/bruce02.jpg http://i55.photobucket.com/albums/g147/kantanshi/Blender%20projects/bruce03.jpg Link to comment Share on other sites More sharing options...
rickerhk Posted January 25, 2011 Share Posted January 25, 2011 I haven't done much with creatures but playing around with it - when you select the skeleton for the creature, it populates a model list for that creature. Link to comment Share on other sites More sharing options...
kantanshi Posted January 25, 2011 Author Share Posted January 25, 2011 (edited) Ok... so I guess I need to figure out how to export my skeleton seperately Edited January 25, 2011 by kantanshi Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 25, 2011 Share Posted January 25, 2011 Did you use a different skeleton? If not, just export your new nif to the directory where the bighorner lives. Then when you create your creature, make sure you choose the skeleton in that folder. Then your nif will be in the model list. Link to comment Share on other sites More sharing options...
baduk Posted January 25, 2011 Share Posted January 25, 2011 Hi! It is a very good looking cart and i hope you can get it working. Maybe you can have the bighorner wearing that harness thing and then use a script to make the cart follow it around. That way you could make the wheels start turning also when the bighorner starts moving. The idea about tossing items into it and relying on havok to hold em in does not sound like it will work. Because the objects will tunnel through the cart. It would still look good to model some junk and tarps covering bumpy stuff or something inside the cart and have it be a container. Link to comment Share on other sites More sharing options...
kantanshi Posted January 25, 2011 Author Share Posted January 25, 2011 (edited) @Quetzlsacatanango I had to add to the big horner skeleton so I can get the cart to move properly when I make the animations for turning and such. I want the motion to be as true to real physics as I can. @badukI'm doing the best I can to get it working the way I would like it to function. Don't know how long I'll keep plugging away at it, but I'm stubborn. As for the items dropping through, I'm going to see what I can do with collision to prevent that. One of the ideas behind me attempting this is to make it possible for people to gather objects that are movable, but not able to actually pick them up as inventory items, such as crates. If all else fails, I may end up going in the direction of your idea. But I'd rather be able to accomplish this project and open the doors for other creative mods from other modders. Also, as for the tires. It seems the original modder made the tires separate from the cart body and supports so I should be able to add armature to them and add rotation into the animations. At least that's what I'm hoping. @rickerhkForgot to say thank you in my reply for checking that out. Edited January 25, 2011 by kantanshi Link to comment Share on other sites More sharing options...
kantanshi Posted January 26, 2011 Author Share Posted January 26, 2011 (edited) Well, I figured out how to assign the skeleton which also assigns the mesh. 1 - I'm using the nvbighorner skeleton.nif for now until I customize my own skeleton. Copied the skeleton.nif into my custom addon mesh folder. 2 - Opened the "Body Part Data" tree 3 - Selected the "Ragdoll" branch 4 - Created an entry called "KantaDBigHornerRagdoll" 5 - Selected the "Creature" branch. 6 - Highlighted the "NVBigHorner" entry, chose "Edit" 7 - Changed "ID" to "KantaDBigHorner" pressed "OK" and confirmed making a new form 8 - Opened "Actor" then "Creature" and finally "Mutated Animal" trees 9 - Opened my "KantaBigHorner" mod 10 - Selected the "ModelList" tab. Chose the skeleton.nif file in my mod folder. Changed "Body Part Data" to the "KantaDBigHorner" from the dropdown list. GECK then told me to save my file and reopen the entry. My mod nif is now listed as the active mesh. Now I just have to figure out the correct export settings as poor Bruce seems to be invisible..... (He does show up in NifSkope when I load my mod into it) When I'm completely willing to break the whole game I can figure some things out it seems.... Edited January 26, 2011 by kantanshi Link to comment Share on other sites More sharing options...
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